using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;

[BurstCompile]
partial struct CubeRotateSystem : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
    }

    [BurstCompile]
    public void OnDestroy(ref SystemState state)
    {
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        //var rotation = quaternion.RotateY(SystemAPI.Time.DeltaTime * math.PI);

        //foreach(var transform in SystemAPI.Query<TransformAspect>())
        //{
        //    transform.RotateWorld(rotation);
        //}
    }
}
